The adventure log is where you list the sessions and adventures your party has been on, but for now, we suggest doing a very light “story so far” post. Just give a brief overview of what the party has done up to this point. After each future session, create a new post detailing that night’s adventures.

One final tip: Don’t stress about making your Obsidian Portal campaign look perfect. Instead, just make it work for you and your group. If everyone is having fun, then you’re using Obsidian Portal exactly as it was designed, even if your adventure log isn’t always up to date or your characters don’t all have portrait pictures.

The Quaggoth

We are in the tunnels and have been looking for the missing children of the two women. We are teleported into a natural stone passage. Passage goes for about 60’. About 30’ ahead on the left is a depression (about 10’ long) with carvings. The quaggoths are motioning for us to follow them down the passage. The depression has several piles of rocks, some similar to the cavern and others that are colored. There is also a carving on the wall with dwarvish script. It translates loosely to “in c in e” and “bring out”. Three of us find 13 5 gp gems among the rocks. There are bones along the passage, haven’t been there too long.
There is a stone structure 10 × 10’ enclosed, 5’ high—in passage. It seems to be of more recent construction but of the same stone as cavern. There is a cylindrical opening that could be used to access the inside. Similar as the construction of the singing scorpion structures at the top of the mountain. We leave it for later.
Farther down the passageway there is a fork off to the north. We ignore it and continue on until we reach a very large cavern, about 40’ by 80’. There are many entrances/exits to the cavern and signs of a lot of work in it also. The quaggoths start moving down the western wall. There is a depression and a small creature along the eastern wall. It has antenna and feelers. As we move down the wall, the creature moves toward Sir Ulfric. We roll for initiative. We defeat two waves of rust monsters.
Galen sees another wall picture with dwarven on it. It reads “in” and “put out”. We take a short rest. About 80’ down the south passage is a door. Door appears gnomish or elvish in nature. It has a name above it: head honcho/boss. We pass the door and continue along the passage until we come to another large cavern.
Upon exploring the cavern we find a steep incline with a steep descent down. Edgar, Galen and Sven head down and find two quaggoths hidden at the bottom of the steps, coming toward us with claws extended. We defeat them and other quaggoths that come to attack us. After that we rest. Later, as Galen is exploring, he finds the two children and two adults bound in stone like when we found the scorpion singers.

Stonesingers

We are in an area with scorpion-like creatures. They have two Bear clan women held captive. The women appear to be in a trance and the creatures are singing in an odd voice. As they sing, the wall continues to grow higher around the two women. We kill the creatures. The women begin to speak, and tell us that the daughters of Weconao will not be forgotten. We then free the women. They introduce themselves as Glenna and Daria. They are members of a community who cloister themselves and study math and astronomy. Normally they wouldn’t be up this way, but two of their children have disappeared. The children might be with an outsider and they went searching for them. We are also introduced to the three new members of the party who helped us fight the stone-singers.
We agree to travel back to the village with the two women. Along the way a giant creature tunnels up through the ground and attacks us.

The Exit from Baba Yaga's Hut

The jelly-like creatures begin to form. We battle. We defeat the jelly creatures. In the next room there are some things swimming in the water. They look like little monkeys swimming about. Inscription on far wall: When all the monkeys bathe in water of bananas ripe, the east channel will fill with similar type. We explore further.
In an alcove by the trough there’s some writing: strike the serpents gently, those who use too much force may toggle the shade of some buffers course.
In another chamber there’s another inscription: if you would shine forth Apollo’s rays, give me some, but not all, too much arriving is the same as none at the north wall.
In the monkey chamber we take a short rest and then go into the other chamber and Ash becomes a rat and follows through a maze of tunnels, finds some snakes, fights one and then finds the chamber with Merinka, daughter of Baba Yaga.
Ash asks her how we get out and she says this: What drips into the garden, determines the route, red rain turns the flow west, let there be no doubt. Bathe the pale moon with the glory of the sun, and your digital odyssey will be done, but send rivers of red or drown out the sun and you cannot escape with a victory won.
Ash leaves that room and heads north. Another verse in the chamber next to where he took the original tunnel in rat form: two rivers my northern pools feed, only one can flow out, is it the one you need?
We regroup and then split. In the button room Gareth presses the far right button and gains strength but nothing else happens. Etri pushes the button next to it and his strength is decreased. Gareth pushes the next yellow button and nothing seems to happen. Etri pushes the last button to red. Liquid changes from red to yellow from button change. Also, Etri morphs into a female dwarf with blonde hair.
Back in Minkara’s room we tell her about meeting Merinka and what was said. Minkara can add nothing further to what we were told. Party members explore more. Minkara notices the change in liquid from red to yellow. She puts her foot into the eastern yellow pool and it turns red.
We go to Meetong Rec’s room and ask him if he has the ability to change the color of the flow. He said that ‘she says that it could happen but that you won’t let it happen’. He says it tearfully. We ask if he has a way to change, and he says that if the flow were to change that my life would become a deathly existence. He’s very emotional. He picks up a rock and says that if the stones drown then the waters will change. Gareth examines the rocks. On the underside of Sherman there are 8 spots of color. Blaise charms Meetong Rec and he dropped Arthur into the water. The water changes route to the sun room and changes the water to the garden red.
We head to Northos’ room. He recognizes Meetong Rec. We offer to get him out if we are able to, and he says that while it might be easy for us to get out but not for him. The jailor would not make it so easy. If he could escape by solving her riddles he would have done so before now. He can change the water yellow, and it would be hard for us to do so without his help. We pay him a magical scroll and 100 gp to help us. He agrees to the little amount because he admires our cunning. He pushes a bunch of buttons and the water changes, along with the route of the water.
We head to the dark beam area and block the beams with giant spider webs. The others head to Minkara with Meetong Rec. After conversing she puts her foot on the red water and changes it to yellow, the northern path reverses changing the water to red. She then says that much we wish is now in order. She hands Rolgar a necromancy looking rock and says that it should be taken to the circle of five in Glantri city. We offer to take her with us, but she says that there is nothing that can be done to free her or the others. We head to see Merinka.
Merinka is smiling when next we see her and says that we have accomplished what others could not. She goes toward the flower bed and removes some coals. While waiting we see the spectral hand again. It writes on the wall: Send them with help. Merinka sees it and gathers the coals. Normally these would win us our freedom from Baba Yaga, but something has happened, and we should take the coals to her. Merinka has the power to send us to one of two places: directly to her with the coals, or on to other intrigues. We elect to return to Baba Yaga and take Meetong Rec with us. Merinka returns us to the kitchen.
The hand appears again. It says to light the stove, and we do and light the coals. Baba Yaga begins to move slowly and starts speaking. She says that we have earned our freedom. She smiles deviously and says that we have earned our lives as well, along with her gratitude. Very few have done this. We should wonder what kind of power did this to Baba Yaga considering her own power. A power that is necromantic in nature. My gratitude will come in this form: I shall share a secret with you to do with it as you will, and then we must talk about the guest you have brought with you. Centuries ago in Glantri there was a powerful family that sat on the council. No one knew where they came from, but on the eve of the coronation of their son, the castle disappeared. Among their lot was an evil sorcerer with terrible, foul power. He and Baba Yaga were rivals. She can think of no one else who would have wished and been capable of doing to her what had happened. He was one of the amber family. If we inquire of him in Glantri city we will learn more about him. His family’s castle lay to the north in the misty valley, though it is there no longer. It is said that some, who go there disappear. If this leader of the Amber family is capable of this, then he still exists, and the castle still exists somewhere. The family was vastly rich, and they held magical secrets beyond compare. That secret is now ours. His name is Simon Amber.
In regard to Meetong Rec, we were the help; but if we leave quickly, and get him out of her sight; then that will be fine. We leave. Fluffy seems to want to stay with us. The area does not look familiar to him. The caravan that we had been travelling with has left already. Blaise heads off to have a conversation with Meetong Rec. The tracks of the caravan seem about a day old.

In Baba Yaba's Hut

The lead dwarf introduces himself as Hakkon and states that the others are his friends. We introduce ourselves and ask what missions he’s referring to. Another dwarf says, no, not missions, but fishing-how’s the fishing going? We ask how Hakkon arrived here. He said that they were heading from the dwarf lands and heard of a hut they had to visit. The witch was in a bad way and convinced us to touch the stove. They attempt to move on. We mention that the witch is still in a bad way. One of the dwarves turns to Thorin and puts his hand out in greeting. He states that if our paths should cross again we shall hold you in the highest regard. The party proceeds south out the room.

The fuzzy animal-an umplebee-seems happy to be free and with us. Umplebee is named Snowball.
Gareth runs up the stairs to nowhere and examines the wall with Rolgar. Rolgar notices the outline of a doorway. He sees a small, barely perceptible indentation inside the doorway. He sticks the end of his dagger inside it and the outline of the doorway glows faint blue. Rolgar pushes on the door. He disappears. Rolgar is standing at the intersection of two long hallways in a room that is 20’ x 20’.
Gareth looks down the hall that the dwarves came from. Gareth sees a door and opens it. She finds a chamber that has five large sized stuffed creatures in it-taxidermy. In the middle of the chamber there sits an ornate chair with four gems in it. On the chair sits a skeleton, grinning, and holding a scroll. Gareth calls for help.
Tia tries to speak with Snowball. How did he get here? He says he was taken from his forest and brought here. Many brought him and he’d been in the cage for a long time. He doesn’t know how he came to this room. He wishes he could be back in his cave. We give him some goodberries. He’s happy. We ask him to wait.
We go into the room with Gareth. Blaise and Tia have heard of this being: a crypt-thing. They can work teleportation around them by their nature. They are known as guardians-are benign until their space is violated. We greet the gatekeeper. The fire in the eyes becomes more intense. Gareth steps into the room. Lotho enters the room, as does Ash. The crypt-thing raises its other hand. Ash wild shapes into a brown bear. Ash attacks and skeleton falls apart. Tia picks up the scroll and read it. We also get the necklace the crypt-thing was wearing. It is worth two gold pieces. The gems in chairs (4) are worth 10 gold pieces each. Scroll has magical runes on it. Runes have to do with lightning—a mage spell. We give it to Blaise. The door on opposite end of the room leads to a hallway 60’ long.
We all go back and replicate Rulgar’s actions. We take Snowball with us. In the room we see an inscription on the wall: Yellow is for high and red is for low, at the buffers you can change the hue of the flow, this challenge will be bested by those of logical mind, complete the circuit and through the gates you will find, my porcine assistant with a quest for the wise, satisfy her and be awarded the prize.
The passageways are quiet. One heads north and the other east, and the north one has a door on the east side. We head down the east hallway. From the room we’re in, the hallway heads 250’ before it ends at a door. Along the way there are three other doors on the northern side, at 150’, at 170’, and another at 190’. Doors are wooden-Tia uses detect magic on the doors. We open the first—it’s 10 × 10 and the northern side has a force field—not a real wall. When we look through it we can see down into a 20 × 20 space where there’s a room with the image of a sun carved into the floor. There’s a 3 × 3 feet opening in one side on the eastern end. In the center of the sun there’s a hole leading down. Hole is about 5’ and diameter. A similar phenomenon is in the next room down. This one has a small opening in n end of western wall with image of crescent moon in the floor. Red colored liquid is flowing out the passage and into the 5’ wide hole in the moon. Last door opens into a room with a little passageway that heads north. Along the eastern end of the passageway there’s a trough containing a liquid. Liquid is flowing to the north and depression is 2-3’ wide. Liquid is reddish colored, viscous liquid. About 20’ down, trough and passageway go into a chamber. Chamber is triangular. At northern end tip of triangle there is an exit and the liquid flows across the chamber and through the exit. There’s room for one to squeeze through. On the western wall of the room there’s a panel. Panel has four buttons: red, yellow, yellow, yellow, with Baba Yaga Industries written below it. Red is pressed in and the others are not. Blaise presses the red button and afterwards it turns yellow. Color of liquid has not changed. Nothing has changed in the other two rooms prior. Tia feels another magical energy presence besides Blaise’s mage hand. We head down the eastern passage to the door. We open the door and it heads due north for 70’. About 40’ down on eastern side there is another trough with the same colored liquid, but flowing faster. Along the ceiling of the passage, above the trough, are stalactites. Liquid disappears into another chamber. We roll for initiative.
Gareth shoots an arrow at a stalactite and it moves, as do others in the hall. They fly bat-like and begin dislodging from the ceiling. We fight. As the creatures dislodge from the ceiling shafts of darkness come down from where they were and appear to change the color of the liquid. The red is now yellow. There are eight shafts of darkness. We enter the triangular chamber at the end of the hallway. Trench flows into a passage north for 20’ then turns west. Blaise goes through the passage the liquid goes through. Passageway turns north again for 30’ and empties into a pool. The pool has two yellow branches and one red. There are yellow canaries flying around. There is an inscription on the floor: one visit by canaries is all I require to turn the north passage to the shade that is higher. Blaise checks out the red passage to see if it comes out in the first triangular room we found. After about 20’ he finds a circular room red liquid, and beyond that the liquid is yellow and there is another chamber with two more channels leading out-one red and the other yellow liquid. Sitting on an outcropping of bone is a large rat. It’s wearing clothing and jewelry. Gareth greets her and she introduces herself as Minkara. When asked how she came to be down here she said that she has a debt to pay to Baba Yaga. She is bound to this room and knows some secrets of the place. There is little we can do to repay her debt, but there is a service we can do for her. Bring her one of the heads of Metong Rec. You will find that thing also in this plane-he is a brutal savage. He is a sworn enemy because of what he did for my people. The passage in the first triangular chamber leads to the room with Minkara in it.
We head back to where we entered and take the northern passage-150’ long. Three doors 40’, 120’, 140’-all on the eastern side. First door opens into a hallway 20’ long-on north side there’s a metallic door that is locked. Blaise casts reduce and shrinks the door. We remove the door. We see a 20’ passageway that leads to a triangular room where the red liquid runs across the room and flows out. We see Meetong Rec sitting on a boulder. We talk about Minkara. Beside him is another boulder that has four colorful rocks sitting on it. Meetong says that Rolgar’s strength amazes him. To the east of here is a trapezoidal chamber and here you will find Merinka. We leave the room.
Next door is a wooden one. It opens, and a passage leads 20’ east with a triangular chamber, along the southern wall and flowing through the chamber with red liquid. In the triangular room is another plate of buttons on the wall-with 100 buttons on it. In the room is a large creature named Northos. He greets us and we converse. He said he will negotiate with us for information if we have gems. He lifts his spear in farewell and we can see the edge frosting over.
We check out the last door. There’s a passageway heading east 20’ with a trough going through a triangular room. The liquid is yellow. Just beyond the room there’s a circular room, 8’ diameter. As the yellow liquid goes into the pool, turns red as it enters the pool. There’s a loose stone in the northern wall. There’s a space behind it with a lever turned left. Gareth turns it to the right.

The Beginning

We (the party) were called to the Oakenlands to receive a reward for our heroism.
—silver ring
—Egil’s cloak: reserved only for heroes.
Each clan nominates people to be recognized in the Hall of Heroes:-each hero is called for different reasons
Addison, Akuma, Sir Ulfric (Elk)
—tidal wave hit north coast and caused pollution of drinking water that caused disease. Healed many people and prevented deafness from the disease.

Galen, Edgar (Oak)
—water spirits were upset because of swelling of the rivers at Nivar
—calmed the spirits

Tankiff, Sven (Bear)
—avalanche caused by an earthquake near Nord
—came to the rescue
Udack (Rabbit)
—foiled a plot by Ethengar (between Glantri and Soderfjords) to overtake Soderfjord leaders

Akuma —recognized as hero of heroes
—pearl was stolen
—beholder type things were killed-had been summoned by Bjor Nurtsen of the Turven crime family, who had been working for the Hall of Records. They were valuable pearls but not magical-just enchanted to show location. Akuma got to keep a pearl. He helped Sigurd and Sam. They weren’t good at security and helped them save their jobs.
Elshazar, advisor to the Oak Jarl, asked us to stay close after the banquet, that there were things that needed to be dealt with and we would discuss them.
He tells us that the Jarl had heard from the Elk and Bear clans that there are problems—Elk, a threat to the inhabitants of villages off the eastern coast, and Bear, a threat of village to the north of avalanches. Both were received at the same time, and mention the name Surter: name of a legendary immortal fire giant. Claim that destruction is because of movements of Surter, but possible human links. They would appreciate our help to find out and prevent impending disasters.
-Elk: fishing villages of Nordgast and Elind-traders
-Bear: small village at base of mountain-hard to travel and not well protected
1 1/2 day of travel to either location.
Notes say that acts are imminent. Elk has little hope and less time to occur. We head toward Elk lands and islands.

Midday of day two of the journey, we arrive in the coastlands. Is an area of trade, shipbuilding, etc. We go to the city of Touvin and are told to go to the temple of Tir-the god of battle and strategy. We meet with Mantai, the priest who received the note and is also Akuma’s father (adopted). Tir is a revered god, he lost his right hand in battle and is considered very noble. Many people use left handed tactics because of this. Many cover their right hands because of honor to Tir. Akuma introduces us all. The party is invited into the inner chamber to discuss the note.